Hey, a couple of questions if I may!
1) At pg 15 you state “In the case of Strain or Covenants, you do not gain a Bloom or Scourge mark if you choose the results of that bonus die, regardless of that die's outcome. Describe how you are helped based on the die you chose.“ Does this means that I should use different coloured dice and that, in normal conditions, I gain Bloom or Scourge respectively when I choose to Strain or take a Covenant in normal checks?
I ask before I’m probably missing that part xD
2) How many spells are you supposed to know at Mancer’s creation? I ask before it seems you know them all, but you have the ability to learn one through advancement so… Sorry again if I’m missing the point!
3) Any advice for duet games? With bonds being really important, I thought it would have been fine to run a full fledged GM-Mancer, so I can let the player add some stuff for free downtime for me as well. On the other hand I thought about adding a non Mancer assistant or a companion of sort, regularly developing a bond through role play, basically acting as a bonus die reserve to compensate the absence of other players, but still being relevant in RP terms (imagine a squire, or a friendly scholar actually helping in the background, so to speak). :)
Still, this game has a strong classic feel and I can really see it working in an open table styled campaign!